Search found 76 matches

by zuljin3d
Thu Sep 26, 2019 3:20 am
Forum: Works in Progress
Topic: wip
Replies: 18
Views: 16504

Re: wip

Hi everybody.
my new wip.
There was an idea to make the interior of a hotel room (like a chess style).
cpu path pgi+envcache ~200samples oidn
by zuljin3d
Fri Aug 02, 2019 4:02 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 517909

Re: BlendLuxCore Development

neo2068 B.Y.O.B.
Great work guys. It looks amazing.
Can't wait to try
by zuljin3d
Fri Aug 02, 2019 3:53 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122439

Re: Env. Light Visibility Cache

About that memory problem, it indeed looks like the same issue as with border rendering (memory leak?) Automatic radius for PGI also has similar issue but rather than running out of memory it tends to just be much slower with border rendering. I have the same problem, periodic crashes are very anno...
by zuljin3d
Wed Jul 31, 2019 2:13 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122439

Re: Env. Light Visibility Cache

lacilaci scene
300 samples+pgi+vis map cache
by zuljin3d
Thu Jul 25, 2019 12:36 pm
Forum: Finished Work
Topic: Tutorial Brushed Steel
Replies: 4
Views: 3537

Re: Tutorial Brushed Steel

Thanks, very helpful
by zuljin3d
Sun Jul 21, 2019 10:05 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122439

Re: Env. Light Visibility Cache

Dade wrote: Sun Jul 21, 2019 9:03 pm
zuljin3d wrote: Sun Jul 21, 2019 8:05 pm
Can you post the full log with the traceback?
I do not know how to do this?
Can you post a test scene triggering the error ?
I tried my old scenes, the problem always appears when there is material with a normal map in the scene.
by zuljin3d
Sun Jul 21, 2019 8:05 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122439

Re: Env. Light Visibility Cache

B.Y.O.B o, you have to go into the world settings, performance panel, and switch the map type from "single" to "cache". Just according to my feelings, the cache is enabled by default,if use opencl. Can you post the full log with the traceback? I do not know how to do this? Trace...
by zuljin3d
Sun Jul 21, 2019 6:37 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122439

Re: Env. Light Visibility Cache

Tried the last build. Does the cache work by default? No need to choose options here? https://cdn1.imggmi.com/uploads/2019/7/21/33fe1fd463d1aa34db87d78c2b091da8-full.png Feels like noise disappears quickly. 8-) But if you add normal map to the material,luxcore produces an error: " PathOCLBase k...
by zuljin3d
Sun Jul 14, 2019 3:06 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 517909

Re: BlendLuxCore Development

Since a few days I'm working on a "cycles node reader" that translates Cycles nodes to LuxCore materials at export time. No actual visible node trees are modified, and you can enable/disable the usage of the Cycles nodes for each material at any time. I have recorded some demo videos abou...
by zuljin3d
Fri Jul 05, 2019 5:35 pm
Forum: User Support
Topic: Luxcore vs cycles
Replies: 5
Views: 6226

Re: Luxcore vs cycles

FarbigeWelt wrote: Fri Jul 05, 2019 4:00 pm Different people say LuxCoreRender is much faster if scene complexity increases.
I think Luxcore with PGI, faster in all cases than cycles,in my opinion.
But the cycles, being part of a blender, are much better suited for compositing in the blender itself.